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Topics - lude

#1
Mods / Feenix, Kirin and Green Wyvern
October 19, 2018, 03:20:22 PM
Hello, I am a bit confused I remember very well having the feenix, kirin and green wyvern from some mod, but using google or forum search I don't find any mention of it beside in the Hardcore SK but that is a thing I rarely used (and sometimes got defunct there still updated mods from) but i'm 100% sure that I never butchered it for the feenix or kirin (since it's merged with core-sk)

Does anyone remember the mod they are from? Version doesn't really matter to me since I'm confident that I can make it run with enough reference.
#2
Don't know how easy it is possible, but a bill with which you can upgrade an item from shoddy to awful over more steps to excellent or superior, high work cost, perhaps a generic resource (but nothing fancy like tech tier resources or resources the item would normally cost to make, that's overkill and could just as easily be balanced with higher work cost, giving less time to acquire resources, ideally with low entry cost, the recent changes to mending for example go further in high entry cost (personally would prefer quality downgrade chances when working with alpha poly/beta poly being fixed with rodent leather and metal scraps than be forced to have glitter tech level to be able to use scissors))
#3
Support / Hey, I need some help
February 05, 2016, 10:41:32 AM
I think I accidentally (or a mod) changed the way how the ressources display in the upper left, I can't close or open any registers anymore and they're just all there singularly, but i have so many different that I can't see them all.

What can I do to change that?
#4
So, I'm not very apt at scripting or coding, I wanted to ask if there are any coding geniuses out there that would be able to recreate a mod like this
https://ludeon.com/forums/index.php?topic=9328.30
it added a hauling priority designator, which made things a lot less complicated, sadly there is no source code to it and looking at the strings in the dll didn't help me much either. It doesn't seem to be a gigantic mod, anyhow I'd also be glad if someone could nudge me into the right direction on how to solve this (make it or something similar work)

As to the other, the most important features to me were the ability to designate several prisons and transfer prisoners between them, other things around the mod were also pretty nice, since the source code is available I will spend some more time deciphering it and will find out how i can brew my own dll from the comp stuff in the source.

Would be much oblieged if anyone has knowledge to share or would be up to solving this together with me.

kudos to the minds who created these two mods before and then vanished into the abysmal torrent of life

https://ludeon.com/forums/index.php?topic=10069.0
#5
there is a serious lack of Rubber Ducks in this game,
I was thinking that this game needs Showers and Bathtubs as a mod and since Skullywag hopefully will get hit by the muse to realize his complex big piping project I think I'm going to make some joy givers that are bath fun themed (specifically i'll be trying myself in the pixel art work and then trying to implement them into some mod by copy and paste 'magic')

are there any good rimworld tutorials beside the one on how to make your own dll based mod? and what would be the big advantage of using a dll based mod? can't i define my own fun stuff without it? (new functions and i dunno, rubber ducks)

also I think I'll have a look at that random artifact code in some mod to create a rubber ducky of doom (optional)

p.s. the final rubber ducky will be more beautiful
#6
Heya, I think I want to make a mod for Rimworld, <see disclaimer in p.s.>

So, thinking about clutter's auto cleaning bot and certain problems I wanted to make a rather expensive fire suppression and repair bot solution, I wonder if something like that is possible, I'd take mrofa's/haplo's repair bot as a base probably, but a few questions like:

is it possible to make the FPS only tick on certain events? (fire starting) I think I saw stuff to define how often something ticks
so I could just make it tick rarely

fuel fluid is from core or from crashlanding?

eh i dunno, perhaps others have ideas or questions as well





p.s.
I don't have much experience tho, I mean I coded halfassedly for a MUD in my teens, but it was mostly easy things and a lot of copy and paste, when I had DOS I used batch to make things easier and I think I'm pretty good at making mods in the 100-300 mod range work well together and there's a few games where I spend more than ~90% of all time making the mods work together.

#7
Tools / definitions updater
December 29, 2014, 03:30:45 PM
Heyho, I was wondering if it was possible to create a tool that looks for occurences of definitions and changes them based on the latest major/minor build of Rimwars, like replacing <baseMaterialType>Transparent</baseMaterialType> with <Shader>Transparent</Shader> and similar, where the developers just would have to upkeep a list of API changes and then every modder (or user if the modder spirited away) would just run this tool and it'd change every occurence in the XML file.

I know this is possible in a lot of different ways (Grep or Wingrep to get the strings and then load them in a good mass editor, for win I use notepad++, but it's still annoying frickle work)

Just updated Liandri Corp and MIRV Artillery for myself due to some minor discrepancies (that didn't seem to break the mod anyway nor lead to bugs)

offtopic:
Quote
anyone recognize XML error: &gt;
doesn't correspond to any field in type Thingdef.

or XML error: &gt;
doesn't correspond to any field in type Thingfilter.
I'm too lazy to disable mods single or in groups to find out what causes it, the only occurences of &gt are in dll files.